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£carte 



A TREATISE ON THE GAME 

WITH SOME HISTORICAL NOTES 
ON ITS ORIGIN. 



Tlbe irnpention of placing GarDs in general, 
ant) a few Hnec^otes, Hxioms 
anb Epigrams. 



ii^lt:jstrate;d. 

By a. HOWARD CADY. 



PUBLISHED BY THE 

Hmertcan Sports ipubUsbing Co. 

241 Broadway, - New York. 



/ 



Entered according to Act of Congress, In the 3'ear 1896, 
by the 

American Sports Publishing Company, 
In the Office of the Librarian of Congress, at Washington. 



preface. 
J- 

That there is nothing new under the sun" is a time-worn 
axiom which is brought home to us, in one form and another, 
almost every day in our lives. It certainly applies very forcibly 
to the various modern games at cards, especially to Ecarte, 
which, notwithstanding its nineteenth century dress, is, after 
all, but the reproduction or revival of one of the most ancient 
of pastimes. It is a game of such infinite charm and variety, 
that the student who once undertakes to learn it, will not be 
apt to lay it aside until he has mastered it. 

There is no reason why it should not be included in the 
extensive lists of other household games. Ecarte, like mauv 
other games which originated on the Continent, was at tlie 
start almost indisputably a game of chance; but good card 
players who love a game for the game's sake have long since 
discovered that it can be played "for love," and that the 
question of possible gain or loss of actual money need not enter 
into it. 

Ecarte is far more scientific than a cursory glance at its laws 
would seem to indicate, and to the mathematical mind it offei s 
varied and intricate studies on the innumerable "odds" and 
" chances " which develop with a growing familiarity with the 
game. Pages might be written on the many interesting prob- 
lems offered by the Jeu de Regie and the hands " proposed," 
"accepted," or "refused" i:i turn, and the methods, also, 
which influence the play of the different hands ; but " brevitv 
is the soul of wit," and it is better far that the student should 
apply himself to a discovery of all this for himself. Later he 
will be grateful to the author for sparing him a long and 
tedious dissertation on a subject which he preferred to studv 
out in his own way. This brochure, therefore, is issued simply 
as a short and practical guide to the mere rudiments of the 
game. For deeper study, the works of the ever admiralde 
Cavendish, Berkeley, and other well known writers are recom- 
mended. A. H. C. 

New York, February, 1896. 



lEcarte. 



INTRODUCTORY. 

Notes on the Invention of Playing; Cards and Brief 
History of the Origin of Ecarte* 

" Mark you this." 

Each game at cards has its distinctive and individual points 
of interest. Around these cluster the various phases incidental 
to its history, evolution and mode of play. 

Regarding the invention of playing cards there are many 
theories. Books and essays innumerable have been and will 
continue to be written on the subject, the different authors in 
turn tracing the origin of these decorated bits of pasteboard 
and the object for which they were made to Asia, India, China, 
Spain, Germany or France, according to the direction their respec- 
tive researches seem to indicate. That they were known in these 
countries long before they made their appearance in England 
is, of course, a well authenticated fact. The description of 
them, as used in Spain, would seem, in some ways, to point to 
the fact that they originated there. Again, however, the name 
naipe^ wdiich the Spaniards formerly gave to cards, is, Covar- 
ruvias considers, of Arabic origin, hence the East may have 
been the mother country of a pastime which has since expanded 
into so many, almost countless, varieties. This, after all, ap- 
pears to be the more feasible of the two theories thus far ad- 
vanced, as the earliest authenticated allusions to cards point to 
the East. 

However, this is only the beginning. Exactly where they 
were invented is as difficult to ascertain as at what period they 
first appeared. There are indications, for instance, that seem 
to point to the fact that cards, like most other games, had their 
origin in the age of chivalry, as the various decorations of the 
cards, in the way of kings, knights, knaves and so on, carry 
the marks of that epoch. 

In his very interesting essay on the "Antiquity of Card 



ECARTE. 



5 



Playing in England," published in the A}'cJicEoIogia a century 
ago, the Hon. Daines Barrington discusses the subject from 
every point of view. He gives such a wealth of statistics, de- 
ducted, of course, from the various theories suggested and en- 
larged upon in turn by previous writers that one is quite at 
loss to know which one to accept, and turns about almost des- 
pairingly to other authors of that and a later period for eluci- 
dation of the puzzle. 

Summing up the different speculations on the subject, one 
conclusion, at least, is easily reached and that is cards were 
certainly not unknown in Europe in the latter part of the thir- 
teenth century ; for while the Rev. Mr. Bowie regards the 
work of Platina, who died in the last quarter of the fifteenth 
century (about 148 1), as the first authority on the use of cards, 
Daines Barrington distinctly proves that they are spoken of in 
England even as early as the latter part of the thirteenth 
century. 

Platina's work, Detitenda l^aletiidine, was printed at Basil 
about 1 541, au'l in lib i is a section entitled : 

^'De Joco et Ludo'' (Sports and Games), and the directions of 
the writer are : 

"■Liistiis fit, talis, tessera facacho, cJiartis, variis, i niagiiiitis 
fichis'' (The play is made as with a dice fashioned with spots 
from various cards). 

Barringion, however, finds mention of cards in I\Ir. Austin's 
"History of the Garter". 

" Waltei'O Stiirton ad opus regis ad liideiidiini ad qtiartiior regis'' 
(By Walter Sturton, relating to the work and play of a king to 
that of four kings), is the entry in the " Wardrobe Rolls " 
which leads to Mr. Austin's conjecture that pleyiiige cardes 
were not unknown in England at that period. 

Edward.!., when Prince of Wales, served for nearly five 
years in Syria, and it is easy to understand that while military 
operations were suspended he must have wished for a "se- 
dentary amusement," Barrington explains at some length, and 
therefore, the natural deduction is that the Asiatics, who 
played cards in one form or another, taught him the game re- 
corded as ad qiiartiior reges. 

In a quaint work of Pietro della Valle, in which he also 
alludes to cards as played by the Asiatics, he says: " For their 
pastime within doors they have cards differing from ours in the 
figures and number of suits." 

Dr. Worde calls attention, in his writings, to a publication 
by Herr Breithoff, in which he cites an authority, stating that 
cards were used in Germany as early as A. D. 1300, where they 
were brought from Arabia and India. 



6 



ECARTE. 



Another writer who makes mention of the early introduction 
of cards is Niehburg, who, in the work recording his travels, 
speaks of the use of Chinese cards, adding that the Arabians 
call this amusement, Label-el-kamer. 

Monsieur Bullet times their invention from the reign of 
Charles VI., and Menestrier (Bibliotheque Instructive et 
Curieuse) further confirms this, though his dates differ from 
those of the preceding authority. He derives his information 
from an article in the privy purse expenses of the King of 
France, wherein it is stated that they were provided for Charles 
VI. by his limner, about 1392, after His Majesty had lost his 
senses. This entry reads : '•^ Donne a Jacquejiiin Gringomteur, 
Peintre^ pour TROis JEUX DE cartes, a (or) a diverses couletns, 
de plusieurs devises, pour porter vers le dit Seigneur Roi, pour 
son abatement cinquante fix fols Parisis.'' 

Of course, as Barrington avers, this entry may not actually 
mean- playing cards, although trois jeux de cartes could scarcely 
seem to have any other significance. 

Bullet fixes 1380 as the period when they were invented in 
France, while Menestrier puts the date twelve years later. It 
was within this period, at any rate, that Charles VI. "lost his 
senses," but it is not necessary to assume that the invention of 
cards followed directly upon the outbreak of his malady. 
More likely it was some time after that, say at the beginning of 
the fifteenth century. 

At this time they seem to have been in general use, and we 
read that in 1426 ''no person was permitted to have in his 
house tabliers, eschequiers, quartes,'" etc., . . . which last 
word, it may perhaps be assumed, was meant for cards. 

In Spain, where, as already stated, it has been also claimed 
that cards found their origin, the pack consisted of forty-eight 
cards — the tens being omitted — divided into four suits, and 
known respectively as Espada (spades), Oros, from a piece of 
money being on each card (hearts), Baston {oXvh^, Copas, from 
the cups painted on the card (^diamonds). 

The French and Italians later added the ten spot card, thus 
bringing the pack up to fifty-two. 

In a miscellaneous work of Du Four, called Longuerana, are 
examples of some "ancient Italian cards," seven or eight 
inches long, on which the Pope is represented. This has led 
the French writer to think that cards must have been invented 
by Italians. There does not appear to be any other reasonable 
ground for such a supposition, however ; on the contrary, cir- 
cumstances would seem to point to the fact that Italy received 
cards from Spain, as the S}mnish terms were used there, and 
are even now retained in some instances. 



ECARTE. 



7 



In very ancient cards there were neither aces nor queens ; 
but in the place of the latter knights. Thus, the king, knight 
and knave were the court, or coat cards, and then, as now, 
there were four different suits. 

On every duce'' was, not only the card maker's name, but 
crossed mallets, with which, it is assumed, they stamped the 
cards. 

According to Dr. Stukelly the first French cards — of the 
Charles VI. period — were designed and colored by hand, anti 
called : Tabelloe^ or Pagelloe pictoe, the suits being respectively, 
bells ^ hearts^ leaves and acorns. 

These represented the four distinct social orders of the men 
of that period, as follov/s : 

Bells, usually tied to hawks, were supposed to denote the 
nobility, who were wont to ride, hawk in hand, as a mark of 
their quality. 

Hearts, the ecclesiastics. 

Here, it may be incidentally noted, that the Spaniards had 
cop as {ox 0^12X10.^), which they rightly considered to be more 
symbolical of the order," says a writer. The first suit cf hearts, 
we are told, was taken apparently from some scriptural ex- 
pression, as, for instance : "A heart of unbelief," or, "With 
the heart man believeth, " etc. . . 

Gough considers this quite as ingenious as the derivation 
from choetir, because priests are always in the choir. 

But to return to the descriptions of the suits : 

Leaves, the next in order, alludes to the gentry, who possess 
lands, etc., and come next to the nobility in social position. 

Acorns, representing respectively, peasants, woodmen, forest- 
ers and farmers. 

Later, however, the French appear to have adoj^ted names 
for the cards similar to those used in England, that is : 

Cai-reaux (diamonds), Cceurs (hearts), Trejies (clubs), Picjztes 
(spades), and also, the queen replaced the knight. 

In these early French cards the courts — also called coat cards 
because of the dress — were frequently named after individuals, 
as, for instance, the kings : David, C^sar, Alexander and 
Charles ; while the queens were known as Rachel, Pallas, 
Judic and Argine, and the knaves, Hozier, Angolesme, Sabine, 
etc. 

The first cards known and used in Europe were painted, 
hence very dear. Later they were cut in wood, which made 
them less expensive, and consequently within the reach of all. 

As early as 1397 (within about fifteen years after their inven- 
ton, if Bullet is right in his dates) they were in the hands of 
Parisian workmen. In this year an edict went forth ja I'aris 



8 



ECARTEo 



forbidding part of the people from playing at tennis, bowls, 
dice, cards and quilles. 

Ten years prior to this John I. of Castile, prohibited the 
use of cards and dice in his dominion. 

Although it has been said that Edward I. probably brought 
cards into England on his return from Syria, and also, that 
they were played during the reign of Richard I. (1322-99) ; 



No. III. 




OLD ENGLISH PLAYING CARD. 



this is not proven. Indeed, Chaucer, who would certainly 
have been cognizant of the game, ignores such a possibility, 
even in his work, saying simply in Franklin's Tale ": 

'♦They dancen and they play at chess and tables." 

This pastime, however, was already established in England 
and known at the Court of Henry VII. in 1502, for in that 
year, when the daughter of the king married James IV. of 



ECARTE. 



9 



Scotland, it is related she played at cards soon after her 
arrival at Edinborough. 

In the m-emoirs of Edward V. we find pleyinge cardes men- 
tioned among several other articles which are not to be im- 
ported. 

In 1540 Henry VIII. grants the office custodis iMdortini in 
Calefia," among which games cards are mentioned. 

They were first forbidden in Scotland by James VI. 

The cards in use during the reign of Philip and Mary, and 
perhaps the earlier part of Elizabeth's reign, were Spanish. 
Later they were changed to French, as these latter were of a 
simpler figure and more easily imported. 

It would seem, from a proclamation of the queen, as also of 
her successor, that many cards were not then made in England, 
though the amusement had been so general in the reign of 
King James that the audience used them to divert themselves 
before the play began. . 

There is such a diversity of opinion regarding the name and 
character of the first card game that it is hard to decide which 
it may have been. 

Boiteau, in his Cartes a Jonei\ asserts that Tarot was the first 
game at cards known in France. , . . ^'11 n^y a de conmi 
que le tarot,'' he adds very emphatically in alluding to Charles 
VI., during whose reign cards were said to first appear. This, 
of course, was in the latter part of the thirteenth century, and 
his statement, therefore, seems to coincide perfectly with the 
period ascribed elsewhere to the invention of cards. Assum- 
ing that Tarot was the first game, we find ourselves then look- 
ing for those that followed in their respective turns. They 
have been so numerous and so varied as to render anything 
beyond guesswork impossible. 

We hear of Primero as being chiefly played in England at 
the beginning, other games coming in and succeeding it with 
increase of time, among the best known of which, perhaps, 
were Gleek, Crumps, Mount Saint, Noddy, Post and Pair and 
Trumps. 

This latter, according to above-mentioned writer (Boiteau), 
may be regarded as the father of Ecarte, or, to turn the phrase, 
as he again expresses it, "Ecarte is the modification of 
Trumps." 

La TViomphe, named thus in consequence of the trump suit, 
is one of the oldest of card games. It follows closely, Caven- 
dish and other well-known writers think, indeed, almost, if not 
directly after, the games played with tarots, the very earliest 
of card games. 

In his Capitolo del Gioco delta Priniera, published in Rome 



10 



ECARTE. 



in 1526, Berni speaks of Trio7iJi, stating that the game is 
played by the peasants; and Cavendish draws our attention to 
to the fact that a few years later a Spaniard named Vives 
wrote some Latin and French dialogues, among them an 
interesting one, apropos of a card party, who played at 
Triujjiphiis Hispaniciis. This, we suppose, was the same game 
as La Trioinphe, which is mentioned by Rabelais in his 
Gargantua and Pantagriiel, finished about 1 545. 

This game has been considered a French invention by some; 
statistics, however, seem to point to its Spanish origin. 

In either case it was already a well-known pastime in the 
latter part of the sixteenth century, although the first descrip- 
tions of it occur in La paison Acadeiuiqiie, 1659, and in Cot- 
ton's " Compleat Gamester, " 1674; in the former it is called, 
of course, La Trioinphe, while in the latter it is entitled French 
Ruff, to distinguish it, probably, from Ruff and Honours, a 
game resembling Trump, the precursor of whist. 

Indeed, Cavendish observes with reason that La Trioniphe, 
French Ruff and Ecarte stand in the same relation to each 
other as Trump (English), Ruff and Honours and \Vhist. 

Cotton says, regarding the game of French Ruff, "... you 
may play either two, four or six on a side. (N. B. — ^^A mistake 
this, Cavendish thinks, as, according to the Acadeniie, the 
game was seldom played more than two on a side, and often 
tete-a-tete ; in Seymour's editions (Court Gamester) four or six 
on a side) — "dealing to each five a piece, either two first at a 
time, or three, according to pleasure, and he that deals turns 
up trumps; the king is the card at trumps, and so it is highest 
in all other cases that are not trumps; the queen is next, the 
knave next, and next to that the ace, and all other cards follow 
in preheminency, according to the number of pips; but all 
small trumps win the highest of any other suit.") 

Cotton goes on, after he has explained pillaging ( "if so agreed 
among the gamesters"), saying: ". . . After this they play. 
To win two tricks signifies nothing; to win three or four 
wins but one, but to win five is the winning of five." This 
last word is obviously a misprint and intended for a two, but 
repeated, nevertheless, in the various editions of Cotton and 
Seymour. 

Cotton then continues: "You are bound to follow suit, and if 
you renounce or renege you lose the whole game, if you so 
make it, otherwise but one or two, according to agreement. He 
that plays a card that is trumped by the follower, if the next 
player hath none of the former suit, he must trump it again, 
although he hath never a trump in his hand that can win the 
former trump, and so it must pass to the last player. All the 



ECARTE. 



II 



players round are bound to win the highest trumps played, it 
they can." 

Of course, there are A'arious ways of playing Za TrionipJie, 
either tete-a-tete (as was the prevailing custom), with partners, 
or as a round game. 

The packs had the same number of cards as in this dav, 
and all the smaller cards from six to two were taken out, and 
in some varieties of the game the ace ranked between the 
knave and ten. 

It is worth noting, as pertinent to Ecarte, that this latter 
game is played very much after the manner of its prototype 
Ti'iomphe, the various points of one being simply a reflection 
of the other 

In Trioniphe five cards were dealt, two and three at a time, 
as in Ecarte, the top card of the pack being turned up for 
trumps and placed face upwards on the talo7i or stock. The 
eldest hand then led the card he considered most appropriate, 
the other player, or players, of course, following suit and win- 
ning the trick, if possible ; or, if they had none of the suit, 
trumping it when able. If a trick was trumped the players 
who came after were obliged to play trumps also, even if 
their best trump was lower than the one already on the table, 
unless they could follow suit. 

The player — or when there were more than two, say two or 
three partners — who won three tricks marked one point, and for 
the vole two. The game, as in Ecarte, was five up " usually, 
though originally the number of points necessary to be gained 
to win the game could be decided upon by agreement. 

Again, if one player, or side, was not satisfied with his or 
their hand, there was always the option of offering the point to 
the opponent. If he refused this he was bound to win the vole, 
as, in the event of his failing to do so, two were scored against 
him. 

A variety of the game, which was popular, was that in which 
the ace was sometimes made highest card ; but, again, retained 
its place between knave and ten. When the dealer turned up 
an ace he could pillage^ that is, take the ace in his hand and 
discard one card ; and he could follow this proceeding by look- 
ing at the next card on the top of the pack or stock, and if it 
was a trump pillage that, and this he could continue to do until 
he came to a card of another suit. 

Likewise, any one of the other players who found the ace in 
his hand could also pillage. The style of play was called jouer 
a. Vas qui pille, and in the acadejiiie it is observed that the 
round game might be played a V as qui ne pi lie point. 

One might go on indefinitely almost comparing the various 



12 



ECARTE. 



points of resemblance in the two games, which tend to prove 
simply that the one was the outcome of the other ; but do not 
settle the question of the actual beginning of Ecarte. This 
must, therefore, remain open always to conjecture. 

A game very similar to La TrioiipJie, but not as old, was 
called Vhonnne cV Auvergne, and in this the king was marked 
as in Ecarte. In this game, also, there was species of substi- 
tute for discarding; for instance, if none of the players liked their 
hands a second trump might be turned up, and if this did not 
please either a third might still be turned up ; but here it 
stopped. A fourth was not allowed. 

La Trioniphe does not appear to have undergone any special 
change up to the beginning of this (nineteenth) century, and is 
frequently mentioned in the various works on games. 

In the Dictioiinaire de V Acado/ii Fraiicaise — fifth edition — 
1798-9^ there is no mention of Ecarte ; but in the next edition, 
published in 1835, it is spoken of. Exactly when it took the 
place of La Trio7iiphe will probably remain an open question. 

Boiteau, in his Cartes a Jouei-, already alluded to, does not 
attempt to assign any particular date to its invention ; but. his 
placing it in the third division of games which were first played 
' at the beginning of the eighteenth century, would seem to 
indicate that it was of later origin. 

The French writer, indeed, says very truly : "It is impos- 
sible to say of any game that it ^^'as invented in any particular 
year. Sometimes one person, sometimes another, proposes the 
addition of certain rules to an old game and to change its 
name. Friends adopt it ; it spreads, and thus a new game is 
invented." Further on, in regard to Ecarte, he observes : 'Tt 
is a game entirely French and, to my mind, one of the most 
pleasant of games, extremely difiicult to play well and to v."in 
at." De hi en jo iter a la Dangeau is the exact expression and 
requires a brief explanation, which is simply that " Dangeau 
was a very skilful and successful gambler at the court of Touis 
XIV.," hence the allusion. Boiteau goes on to say: "The 
game is quick ; it may be said to stand half-way between 
piquet and games of chance." 

Gambling we know was very generally indulged in during 
the occupation by the Allied Armies and after the peace. Aside 
from the gambling houses which were licensed and formed 
Irom iSi8 to 1S37, there were a great manv iraisonsde Inndllote 
et de baccarat, ^\•hic]l, despite the fact tliar they were not 
licensed, M ere not only tolerated bv, but also under the sur- 
veillance of the police. Of course, at these places private 
play was unchecked and Ecarte was a favorite game. 

Cavendish thinks, that like whist, it probably passed through 



ECARTE. 



13 



various grades of society before it reached the drawing room, and 
Bescherelle confirms this opinion, in the Dictionnaire N'atioiial, 
where he says: "Ecarte — L'o7'igine de ce je7i n'estrien vioiiis 
que noble ; il ne fiit pas d'ahoed en tisage que chez les laqiiis.'' 
Later it was regarded as a jeii de fripon (a rogue's game), and 
had this reputation for sometime thereafter. 

Finally, Gabriel Peignot, in his Analyse de toutes les Recher- 
ches stir les cartes a joiier, quotes from a periodical touching 
upon the social changes which occurred in France after the 
French Revolution, in which the author says: " Ecarte has 

appeared, everybody flocks round the Ecarte 

tables." 

This was in 1826, which shows, therefore, that it was already 
an established game on the Continent at that time, and Lieu- 
tenant-Colonel Read, \xi Rouge et Koir, three years later, speaks 
of the fact, that Rouge et Noir had been superseded by Ecarte, 
which then prevailed. 

We gather from all this that Ecarte had been brought over 
from France and was a recognized game in England just after 
Waterloo. That it enjoys, also, a continuous popularity in 
America, as well as abroad, is beyond question, and a brief 
resume of the game and its laws seems, therefore, quite in 
place. 



14 



ECARTE. 



Ubc (Same* 

A DESCRIPTION OF AND HOW TO PLAY IT. 

" When we mean to build 
We lirst sur\"e3' the plot, then draw the model." 

There are three recognized variations of the game of Ecarte, 
the two-handed game, Pool Ecarte, with three persons, and 
French Ecarte. 

The first named variety, however, is the one most generally 
played, but the description of this applies to all, and is as 
follows : 

A pack of cards, from which the sixes, fives, fours, threes 
and twos have been discarded, is necessary. As a rule two 
packs are used, thus enabling the players to alternate the one 
with the other. These must have different colored backs, of 
course. 

DEALING. 

The pack, having been cut to the dealer, he proceeds to 
give two cards to his adversary and two to himself, then three 
to his adversary and three to himself ; or, if he wishes to vary 
the form of distribution, he may begin with three. In which- 
ever way he begins the deal, however, he must finish it, always 
dealing two or three at a time, respectively, never singly. 

In this, the two-handed game, the eleventh card is turned up 
for trumps. If this card happens to be the king the dealer 
scores one to begin one, otherwise the card turned up has no 
value beyond indicating the trump suit for the deal. The re- 
mainder of the pack, after the trump card is turned up, is 
known as the stock, or in French parlance, talon, and is placed 
to the left of the dealer. 

The players now consult their hands. If the non-dealer is 
satisfied with his cards he may proceed to play with them im- 
mediately. If, however, he considers that it will be to his 
advantage to exchange one or more — sometimes all — of them, 
he "proposes," saying "I propose," or "cards," which mean, 
briefly, that he wishes to get rid of poor cards and take up 
l^etter ones from the stock. The dealer has the option of ac- 
cepting or refusing, an action influenced naturally by the state 



I 



ECARTE. 15 

of his hand. If he accepts he may change one or all of his 
cards, signifying his intention of so doing by saying " I accept" 
or ''How many?" If, however, he is quite content with his 
hand he may refuse to give cards and merely say, " I refuse " 
or " Play." 

If the non-dealer plays without proposing the dealer must 
play also, without exchanging any cards from his hand. 

When a proposal has been made and accepted, or again, re- 
fused, there can be no retraction, and the number of cards 
asked for cannot be diminished or increased. 

If the proposal is accepted the non-dealer separates from his 
hand the cards he wishes to exchange, placing them face down- 
ward on the table to his right, simultaneously giving the 
number discarded. The dealer then puts out his discard, 
placing it at his right, thus keeping it separate from his oppo- 
nent's discard. Following this, the trump card is put aside, 
and the cards which the non-dealer needs to restore the number 
in hand to five again, are given him from the top of the stock. 
The dealer then takes what he requires, informing his opponent 
of the number discarded and replaced. 

If, as will sometimes happen, the non-dealer is dissatisfied, 
he may propose a second time, saying, "Again," and now, as 
before, the dealer may refuse. This he may continue to do 
until he, the non-dealer, is perfectly satisfied with his hand, 
or until the dealer refuses. 

MARKING THE KING. 

After discarding (or if there be no discard after the deal), 
and always prior to beginning of play, the non-dealer, if hold- 
ing the king of trumps should announce, saying : "I have the 
king," " I hold the king," or simply " King," and mark one. 
If the king is not thus announced previous to the holder of the 
same playing or leading any other card, the score for it is for- 
feited. Again, however, if the non-dealer lead off with the 
king of trumps he may call and mark it any time before it is 
played to; or, if the dealer play the king to the card which the 
opponent first leads, he may call and mark it any time before 
his leading to the second trick. The marking of the king is 
not compulsory. 

PLAYING. 

When both players have finished discarding, or, as happens 
sometimes, the dealer refuses to accept the first proposal, the 
elder hand (in two-hand Ecarte, the non-dealer) leads any card 
he chooses, and his opponent plays a card to it, the cards thus 
played make a tj-ick. 



i6 



ECARTE. 



The second player must not renounce if he has a card of the 
suit led ; that is, he must follow suit when it is possible for him 
to do so, and he is bound to win the trick if he can. The 
hif^hest card of the suit led wins the trick, the cards ranking as 
follows : King, queen, knave, ace, ten, nine, eight and seven. 
Trumps, of course, win everything. Hence, if necessary, i.e., 
the player not having any card of the suit led, he must trump 
the trick. 

The player who wins the trick leads to the next, and this 
continues until the hand is played out. 

SCORING. . 

The game consists of five points, and the player who first 
wins the five points wins the game, of course. 

The point, as already explained, is marked for the king of 
trumps turned up, or held in the hand and announced at the 
right time. 

The point is also scored by the player who wins three games 
out of five, and is termed " making the point." 

Two points are scored by the player who makes five tricks, 
or, as it is better known in Ecarte parlance, the vole. Inci- 
dentally, it may be observed that winning four tricks is no 
more than winning three. 

When a proposal has been made and accepted, subsequent 
refusals do not entail any penalty. 

If the non-dealer plays without proposing and fails to make 
three strikes, the opponent marks two just as much as if he had 
won a Losing the vole is of no further consequence in 

this case, no matter whether the opponent wins three or five 
tricks lie scores two. 

Also, if the dealer refuses cards and fails then to make three 
tricks, the opponent scores two. 

By agreement, singles, doubles and trebles may be plaved, 
and rul)l)ers also, as at whist, if preferred. The player who 
wins two games out of three wins the rubber, and adds two to 
his score for the rubber points. (X.B. — Rubbers are frequently 
played best of five, seven or eleven games, with or without 
reckoning singles, doubles and trebles.) 

When a series of games is played the deals usually alternate, 
and no fresh cut for deal is made at the end of a game unless 
it be agreed to the contrary. If rubbers simply are played 
they cut for a deal at the en(l of the rubber. 

The score, it will be found, is most conveniently marked by 
means of counters, each jilayer having four. The score should 
be marked to the i>laycr's right, the counters not in use being 
placed to hij> left. 



ECARTE. 



17 



jfrencb Uecbnical Uerms. 

(Being a vocabulary of the principal words commonly used among English 
players in the course of the game.) 

Vole — Winning all the tricks and thereby scoring two. 

Talon — The remainder of the pack, called in English stock. 
J'ecarte or Je p?-opose — French terms often used instead of 
the English expressions, "I throw out," I propose." 

Galeric — Technical term used for all save the two players, 
and means the players have the privilege of taking all bets on 
the opposite side in preference to the gallery (2. e., spectators), 
which can only take the amount of what the player has declined 
to cover. 

Abattre. — To lower the cards and show them. 
Aioiit. — Triumph. 

Avoir la main. — The action of dealing. 

Battre. — Shuffling the cards before dealing. 

Carte doiiblee or Carte gardee. — Two cards of same suit. 

Couper. — To cut. 

Defaiisser. — To refuse a suit. 

Donner. — To deal. 

Ecart. — The cards which are thrown aside. 
Eire a la divine. — To be embarrassed which suit to keep. 
. Faire tm main. — To make a trick. 
Forcer.- — To play a superior card on an inferior one. 
La Belle. — The highest card of any suit. 
La Vole. — To make all the tricks. 

Le Point. — One score of the five which composes the game. 
Levee. — One trick made while playing. 

Proposer. — iVsking for fresh hands, or part of fresh hands. . 
Refaire. — Recommence distributing the cards. 
Renoiincer. — Not to answer the suit led. 

Retoiirner. — When the cards are dealt to turn up the first of 
the Talon. 

Sous Forcer. — To play a card inferior to what remains of 
suit in hand. 



iS 



EC ARTE. 



1bint0 anb Uactics of tbe (Bame* 

SHUFFLING AND DEALING. 

I. It is most necessary that the cards should be thoroughly 
shuffled at the end of each deal, as otherwise several cards of 
the same suit might come together. This is in favor of the 
dealer, particularly if he deals in twos or threes. Example: If 
by chance the last four cards dealt are all clubs or hearts, etc., 

the dealer will hold at least three trumps. 
Tlie law regarding shuffling leaves it entirely in the player's 
power to prevent such an occurence. 

II. Therefore it is best to make a habit of dealing by two 
and by threes, and not z'icd I'ersa, as thus, v\'l-ien the cards are 
not well shuffled, there will be more likelihood of holding 
trumps than if the cards were dealt the other vay, and also 
the player will not be at a disadvantage in this respect, as com- 
pared with the opponent, if both forget to shuffle. 

III. There is a very great deal of diversity of opinion among 
the writers of this game as regards the advantage on the reverse 
of dealing. . . . "The chance of either player being dealt 
the king is 5-31 of J/^, and if we add — /. <?., the chance of a 
king being turned up, we find it in favor of the dealer, as 66 to 
35, or near 15 to 8," says Berkeley, who continues: "Further, 
if the non-dealer propose, the dealer can, in the majority of 
cases, fairly presume that his adversary has a weak hand, and can 
profit by such knowledge and refuse to give cards, while the 
non-dealer, playing without proposing, can have no clue to the 
strength of his opponent's hand, and, although the possession 
of the lead and of the option of proposing give the non-dealer 
a considerable advantage, in our opinion the chances are not 
greatly in favor of his vv inning the point merely because he is 
first player — i. e.^ of having cards which win because he is 
first, and which would lose ^^•ere he second player. 

LOOKING AT THE HA^D. 

An inexperienced player should be careful not to allow either 
his countenance or manner to betray him. Hence, it is wiser for 
the dealer not to look at his hand until after his opponent has 
decided whether he will propose or not. 



19 



ANNOUNCING. 



When a player holds the king he should not announce the 
fact until he is about to play his first card. 

PROPOSING. 

It is important to propose quickly, for any hesitation will 
only serve to betray the nature of the player's hand. There- 
fore, to know how to propose quickly the player should have a 
thorough understanding of the Jeu de Regie. 

It is doubly necessary to be prompt in proposing when the 
player holds cards which make the point sure. The habit some 
players have of affecting to pause and consider before proposing, 
although they may hold indifierent cards, should be condemned 
from the start. It is a manoeuvre against which beginners es- 
pecially should be warned. 

DISCARDING. 

To discard less than three cards, unless the player holds the 
king of trumps, is usually bad. With the king in hand; the 




Two trumps and three cards of a suit. 



player can discard freely until he gets the cards he desires. 
Example : Two small trumps and a guarded queen is a hand 
which should be played without proposing. If, however, one 
of the trumps is the king cards should be asked for, unless the 
second card in the queen suit is as high as ten, or, again, the 
outside card is an honor. Hands containing two trumps, with 
weak cards in plain suits (See illustration No. IV), should be 
proposed on, whether one of the trumps is king or not. 

When discarding, all cards save trumps and kings should be 
thrown out. Hence, hands from which only two cards, with- 



20 



ECARTE. 



out throwing out a trump or king, can be discarded, should be 
played without proposing. It may be regarded as quite cer- 
tain that if the opponent accepts he will exchange more than 
two cards, perhaps even four or five; therefore he has a better 
chance than the proposer of strengthening his hand and of 
taking the king. Hands should be played without proposing 
when — the king of trumps not in hand — the odds are two to 
one in favor of winning the point with the hand dealt. Some- 
times hands from which only tvvo cards can be discarded are 
])layed, and with these the odds are less than two to one in 
favor of winning the point. The reason for playing these is 
patent. If one or more exchanges are made the chances of 
scoring will be more against the player than before, even mak- 
ing allowance for the penalty if he fails to win the point. 



No. V. — Non-Dealer's Hand. 




A small diamond is turned up. 



A second proposal ought not to be made if the hand gives an 
even chance of winning the point. The opponent having ex- 
changed cards, an even chance hand should contain cards 
stronger than those given in paragraph on effects of the score 
(page 23). 

Prior to quitting the cards discarded the player should note 
the suits to which they belong. This is likely to be of use in 
several ways, as, for instance, two clubs and a spade are dis- 
carded, and the player having a club and a spade of equal 
value in hand, is put to a card, and, failing all other indica- 
tions, will keep the spade. Thus, there being more spades to 
account for tlian clubs, the chances are in favor of the oppon- 
ent's holding a small spade as against a small club. (See illus- 
tration No. V.) 

REFUSING. 

The prevailing rule is for the dealer to accept, unless he 



ECARTE. 



21 



happen to be guarded in three suits, or is guarded in two suits 
arrd has one trump; or again, is guarded in one suit and has 
two trumps. He can play hands like these with weaker cards 
than the non-dealer. It must be remembered, however, that 
the dealer m^ay be forced prior to his getting the lead; there- 
fore, if he is guarded only in one suit with one trump, or in 
two suits without, he requires a stronger hand to play with 
than the non-dealer. The rule not to discard two cards unless 
holding the king of trumps applies to the dealer as well as to 
the non-dealer. 

PLAYING. 

When a player holds three trumps it is usually " the game " 
to begin with a trump. With less than three trumps it is sel- 



No. VI. — Non-Dealer's Hand. 




A small heart turned up. 



dom wise to lead a trump in the beginning, unless the player 
holds king, or queen and knave, or knave and ace, with court 
cards out of trumps. See (Jen de Regie) No. 7. 

When there are less than three trumps the usual system of 
play is to lead from two or more of a plain suit, and the high- 
est, too. To lead from the strong suit is most apt to force the 
opponent ; and if the trumps are equal the first force will be 
likely to win the point. There are exceptions to this, how- 
ever. For instance, the player may hold such cards that if 
the king is not declared against, he would lead a trump ; 
again, if the high plain cards are of equal value, he should 
lead the one which is least apt to be trumped, that is, the 
shortest stiit. He may also wish to keep a ten-ace, which is to 
be led to later in the hand. Such positions often occur. Then 
if cards are refused he should, as a rule, lead from low cards 
in sequence rather than from a tenace, as, for example, he 
holds a knave, nine of spades, king of hearts, eight and seven 
of clubs. Diamonds are trumps. The player proposes and is 
refused. He should then lead a club. Again, he (the player) 



22 



ECARTE. 



has king of diamonds (trumps), eight and seven of hearts, and 
queen and another spade. Cards are refused. He should, 
therefore, lead king of trumps, and .after that a heart. One 
more exception may be cited to leading the strong suit, which 
is, that when playing a weak hand after a refusal, with no hope 
of the point and fear of the vole, the highest single card 
should be led that thus the guarded suit may be led to. For 
instance, the pla5'er has a queen single, a queen guarded, and 
two cards of no value whatever. Cards are refused. The 
player should then lead the single queen. 

This rule does not apply to a guarded king, which in a 
similar case should be led immediately. When one has only 
one queen guarded, or one knave guarded, Avith a weak 
hand, and cards are refused, it is wrong to lead the guarded 
card. 

\'7hen the strong suit is led and not trumped it should, 
generally speaking, be persevered with. 



No. VII. — Jeu de Regle. 




Hand with which to begin without a trump. 



The exceptions to this are numerous. For instance, if the 
player who leads has the king of trumps, or queen — the king 
not having been announced in the other hand — or knave or 
ace, it would frequently be right to lead trumps prior to con- 
tinuing with the suit. Also, when playing for the vole with an 
indifferent trump and high cards in the other suits, the player 
ought to change the suit each time as the best possible means 
of avoiding a ruff. When three tricks are made this \\ay a 
single trump should next be led. Again, the player plays on 
two trumps with a tenace, two cards of- a difTerent suit, and 
one outside card as high as a nine or a ten. The first trick is 
won by the player in his guarded suit, and the king is declared 
adversely. The player should then lead his single card. 

Changing the suit is frequently advisable, as thus one avoids 
l^eing put to a card at the end of the hand. 



ECARTE. 



^3 



The number of tricks made by the players individually dur- 
ing the play of the hand frequently directs the next lead. For 
example, each player will have made one trick. The leader, 
then, has a high tenace in trumps and one other card. The 
natural conclusion, therefore, is that he will lead the outside 
card. Again, the opponent has announced the king. The 
leader, having won two tricks, remains with queen and two 
small trumps. By leading a small trump he must make the 
point. These variations in play lead up to many others, which 
might be described here ; but it will be simpler, hence 
easier for the student to learn them in a practical manner, for 
it is practice alone which gives a thorough insight into the 
game. 

EFFECT OF THE SCORE. 

When the dealer is at four and the king is not in the player's 
hand nor turned up he should play any hand without proposing 
which offers an even chance of three tricks, as, for instance, a 
queen, a guarded knave and a guarded ten without a trump ; or 
again, one trump, ace of plain suit and guarded ten of another. 
In card-table parlance, " play a light hand against four." If 
the point is lost the opponent wins the game in any case — the 
penalty of his scoring two for the point is ineffective — and by 
leading the cards unchanged all possibility of his taking the 
king is avoided. ^Yhen the non-dealer arrives at four the 
dealer ought also to refuse on a light hand. 

When the dealer is at four and the king is not in the other 
player's hand or turned up, he should play any hand which has 
one trump, unless it happens that the cards not trumps are 
of different suits and quite small, the dealer also should refuse 
cards if he holds a trump when the opponent is at four. With 
one trump and four small cards of a suit the non-dealer ought 
to play at this point of the game, but not so the dealer. 

When the dealer is at four the custom of asking cards, " with 
three certain tricks in hand," is no longer tenable, unless, of 
course, the player who proposes has the king of trumps or the 
king is turned up. 

If the non-dealer plays without proposing when he is at four, 
to the dealer's three, the dealer, if he has the king, should not 
mark it, for if he managed to win the point he scores two and 
the game, and announcing or marking the king would expose 
his hand in a very unnecessary manner. This same law ap- 
plies to the non-dealer if the dealer refuses cards when he is 
at four and the adversary at three. 

At the same score — i. e., dealer four to three — the dealer 
ought to refuse on a light or even so-called chance hand, not- 



24 



ECARTE. 



withstanding that the loss of the point will then lose him the 
game. It is obvious that the player who proposes at this stage 
of the game must have a very poor hand. (N. B. — This rule is 
very important and ought not to be disregarded, as it so often 
is, even by players who know better.) 

At four a forward game ought not to be played in trumps, for 
there is no longer any advantage in winning the vole,. 

JEUX DE REGLE. 

A scientific game of ecarte cannot be played without a thor- 
ough knowledge of the Jeux de Regie, that is, the hands which 
should be played without proposing or accepting. When the 
cards the player holds are so good that he cannot fail to win 
three tricks, unless by chance the opponent has two trumps, it 
is customary to play without proposing. By careful examina- 
tion of the five cards he holds in his hand the player can easily 
see how the tricks can be won, unless the opponent holds two 
trumps. 

As already indicated elsewhere, if a player does not ask for 
cards and then fails to win the point, he loses two points; 
therefore, no hand ought to be played without proposing, save 
for one of the following reasons: First, because the player dis- 
covers that three cards at least cannot be discarded without 
also throwing out a trump or a king; second, because the 
player has thus two chances to one, at least, of winning the 
point. 

No one can become a good ecarte player who is not abso- 
lutely familiar with the jeux de regie and being able to recog- 
nize them at a glance. To aid the memory, therefore, they 
may be classified as follows: 

1. All hands with three trumps. 

2. All hands with two trumps, which contain also 
{a) Three cards of one suit. 

{b) Two cards of one suit, one being as high as a queen, 
(r) Two small cards of one suit, the fifth card being a king. 
\d) Hands intermediate between b and c. 

(e) Three cards of different suits, as high as king, knave and 
small card, or of equivalent trick-making value. 

3. Hands with one trump, which contain also 
{d) A tierce major. 

(d) Four cards of one suit, one being a king. 

(e) Three cards of one suit, one being as high as a queen and 
a fifth card being a queen. 

4. Hands with 710 trump, which contain four court cards or 
three queens. 



ECARTE. 



25 



It will be noticed — save when the king is taken into consid- 
eration — that the value of the trumps does not influence any of 
the hands which should be played without proposing. This is 
explained by the fact that it is rarely the game to lead trumps 
originally with two trumps, neither being king. The general 
aim of the ^-ame is to get the first force on the dealer and to 
employ the trumps in trumping his winning cards. For this 
purpose, therefore, high trumps are no better than low ones. 

The classification, therefore, of the Jenx de Regie may be 
said to be based on the minihe7' of trumps and not on their 
value. The non-dealer should be guided in deciding whether 
to propose by the number of trumps he possesses and by the 
value of the plain cards, and, furthermore, whether these latter 
belong to one or more suits. 

HANDS WITH WHICH TO REFUSE 

may be summed up as follows: 

When a proposal is made it will naturally be assumed that 
the non-dealer has not a Jeiix de Regie, and the possibility of 
his having a strong hand with the point certain may be dis- 



No. VIII. 




Diamonds are trumps. 



regarded, as it is very rare that with a refusal he will make 
only three or four tricks, and not the vole, though, again, had 
the proposal been accepted, the vole would have been saved. 

Also the non-dealer, through imperfect knowledge of the 
game, may propose when he ought not; but this consideration 
may be dismissed, as in the end it is disadvantageous to him to 
play if he proposes when he ought not to do so. 

There, assuming that the non-dealer who proposes does not 
hold any of the Jeiix de Regie, it will happen that the hands 
which give the dealer a two to one chance of winning the point 
are not unlike those on which the non-dealer should play 



26 



ECARTE. 



Therefore it will suffice in order to arrive at the refusal hands 
to comment on the Jeux de Regie in the following order: 

I. Three trumps and any two plain cards. Refuse, unless it 
happens that one of the trumps is king. 

II. Two trumps and three^ cards of one plain suit. This is 
not a strong hand, and should not be refused upon, unless a 
court card heads the plain suit; it should be accepted if one of 
the trumps is king. 

Ill and IV. Two trumps, queen guarded of one suit and a 
small card of another. Two trumps, two small cards of one 
suit and king of another. These should be played. If the 
king of trumps is in hand, accept. 

V. Two trumps and one card of each of the other suits as 
high as those given under Jeux de Regie, No. V. should be 
played. 

No. IX. 




Diamonds are trumps. 



VI. One trump, a tierce major in one suit and small card in 
another. 

Unless the single card happens to be a court card, this 
should not be played. It should be accepted with similar 
hands where the tierce major suit is weaker, unless the single 
card is as high as a queen. (See illustration No. IX.) 

VII. One trump with four cards of a plain suit, with a king 
at the head, is too weak to be played. 

VIII. Four court cafds and no trump. When the court 
cards are of three different suits, refuse, but if not, give cards. 

The examples above given will suffice to guide the student 
at the beginning, the various other exceptions, both in Jettx de 
Bizle and Refusing, can be better learned through practice. 



ECARTE. 



27 



ILbe Xaws of jEcavtc. 



The following laws are based upon those arranged by Caven- 
dish and adopted by the Turf and Portland clubs in England. 

SHUFFLING. 

I. Each player may shuffle the cards, but the dealer has the 
right to do so last. (N.B. — The pack must not be ohuffled 
below the table, nor in a way that will expose the faces of the 
cards.) 

CUTTING. 

II. A cut must consist of not less than two cards, and this 
number or more must be left in the lower packet. If, in cut- 
ting, the player expose more than one card, there must be a 
new cut ; the player who cuts the highest Ecarte card deals 
and has choice of c^rds and seats also. The fact that a pack 
may not be correct does not invalidate the cut. 

DEALING. 

III. If the dealer exposes one of his opponent's cards the 
latter may ask for a new deal, provided, of course, that he does 
so before looking at his cards. 

IV. A faced card during the deal renders the deal null and 
void, unless it happens to be the eleventh or trump card. 

V. If any mistake in dealing be discovered before the deal is 
completed the non-dealer may demand a new deal or the rectify- 
ing of the mistake, provided he has not already looked at his 
cards. The deal is complete when tne trump card is turned up. 

VI. If either of the players deal out of turn, or with the 
wrong pack, the deal is again null and void. After the deal is 
hnished it is too late to rectify the mistake, and, therefore, if 
the wrong pack has been used the cards must remain perman- 
ently changed. 

VII. If two or more cards are turned up by the dealer the 
adversary may, if he has not already seen his own hand, decide 
which of these cards shall be trumps, or he may demand a 
fresh deal. Once, however, that he has looked at his hand, 



28 



ECARTE. 



the non-dealer can have no option in the matter, and there 
must be a new deal anyway. 

VIII. If, when the deal is completed, the non-dealer finds 
he has too many cards, he may either demand a fresh deal or 
discard his extra cards without showing them, provided, always, 
that he has neither proposed nor led a card. Again, if on com- 
pletion of the deal, the non-dealer shall be found to have re- 
ceived too few cards, he may demand another deal or claim the 
right to have his hand completed from the stock, always pro- 
vided, of course, that he has neither proposed on nor led a 
card. 

IX. If, also, after the deal is finished the dealer finds that he 
has too many cards, the non-dealer may demand a new deal or 
draw the extra cards, provided that the dealer has not already 
refused, accepted nor played to the first trick. Should the 
dealer have seen these extra cards, the non-dealer may look at 
them too. Also, if on the completion of the deal, the dealt r 
discovers that he has too few cards, the non-dealer may again 
demand a new" deal, or allow his adversary to take tiie number 
required from the stock, provided, as before, that he has not 
already refused, accepted nor played to the first trick. 

X. If a wrong number of cards is dealt to either player, and 
no fresh deal asked for, the king, if turned up, cannot be 
scored. 

XI. If the non-dealer, who may hold too many or too few 
cards, plays without proposing, the deal must be considered null 
and void. But if the dealer, who may hold too many or too 
few cards, plays without discarding, the option of a new deal 
will rest with his adversary. 

DISCARDING. 

XII. No player shall be permitted to look at the cards he has 
discarded. 

XIII. If either of the players takes more cards than he has 
discarded and mixes one or more of them with his hand, the 
adversary may claim a new deal, or may draw the extra cards 
from the hand of the player who has made the mistake. Also, 
if the offender has seen any of the extra cards, the other player 
may look at them also. 

XIV. If the non-dealer asks for fewer cards than he has dis- 
carded, he must play with the hand thus incomplete. 

XV. If more cards are given to the non-dealer than he asked 
for, it will be optional with him to have a new deal or of dis- 
carding the extra cards without showing them. If, also, fewer 
cards are given to the non-dealer than he asked for, he may 



ECARTE. 



2g 



again claim a new deal, or have his hand completed from the 
stock. 

XVI. If the dealer takes fewer cards than he has discarded 
he may rectify his mistake before playing. If, however, he 
does not discover his mistake in time, he must play with an in- 
complete hand. 

XVII. If the elder hand after several changes of cards pro- 
poses still again, and the dealer accepts without considering 
whether enough cards remain in the stock, the former may take 
as many cards as he desires therefrom. The dealer may then 
take the remainder; or, in the event of the stock being ex- 
hausted, keep his own cards, unless he has already discarded, 
when, therefore, he will have to draw from his adversary's dis- 
card. 

FACED CARDS. 

XVIII. After discarding, both of the players are entitled to 
see any faced card in the pack. After it has been looked at, 
the faced card shall be placed on one side. (N. B. — The non- 
dealer, when receiving cards after he has discarded, may have 
the option of taking or refusing any faced cards.) 

MARKING AND DECLARING THE KING. 

XIX. If a king be turned up, the dealer is entitled to mark 
it at any time before the trump card of the succeeding deal is 
turned up. 

XX. If either player has the king of trumps, he must 
announce or declare it prior to playing his first card or he 
loses the right to mark it. It will not suffice to mark the king 
one holds without announcing it. Again, if the king be the 
first card led, it may be announced at any time before it is 
being played to ; or, if the king is the first card played to the 
dealer, he may announce it any time before he again plays. 

XXI. If a player declare the king by mistake, and plays a 
card without rectifying the error, his adversary may, unless he 
holds the king himself, take down the point scored, and, 
furthermore, have the hands played over again. The offender 
may score nothing for winning the point, and only the half of 
any other score he may make. 

PLAYING. 

XXII. If either of the players play with a hand which is not 
complete his opponent can count as tricks those cards which 
cannot be covered. 

XXIII. When either of the players lead a card in turn, he 
shall not take it up again; but when a card is played in reply 



30 



ECARTE. 



to a lead, it may be retaken into the hand before another card 
is'ied, if the phiyer has revoked or under forced — that is, failed 
to win a trick when able to do so. 

XXIV. If either of the players play out of turn, he must take 
up his card, unless it is already covered, in which case the 
trick holds good. 

XXV. A player who throws down his cards on the table shall 
lose a point if he has alreadv made a trick, and two if he has 
not. Should he, however, have thrown down his cards, claim- 
ing that he has won the point or the game, there is no penalty. 

XXVI. A player will be considered to have thrown down his 
cards if he even lower them so as to give his optponent the 
impression that he has given up the game, and thus lead him to 
show his hand. 

XXVII. When a plaver revokes or underforces, his advers- 
ary may demand to have the cards played over again. The 
player who makes the mistake can score nothing for winning 
the point, and only half of any other score he may chance to 
make. 

BV-STAXDERS. 

XXVIII. At English Ecarte bystanders shall not in anyway 
interfere with the game. At French Ecarte those covering 
the stakes may draw attention to any mistakes in the score, 
may advise the player they are are backing or, again, play 
out the game of any player who resigns. 

Advice may be given by pointing only ; neither cards nor 
suits may be named. The player has the option of following 
the advice or not. Finallv, bettors must not look over the 
hand of tlie plaver against whom they arc betting. 

SCORING. 

XXIX. The game is hve up, but bv agreement may count 
a treble if the opponent has not scored, and a single if he has 
scored three or four. 

XXX. If a player omit to mark his score, he mav rectify the 
omission at anv time before the trump card of the next deal is 
turned up, and an admitted over-score may be taken down at 
any period of the game. 

(X. B. — For further details regarding the law< of the game, 
read Hints and Tactics and introductory description of the 
game.) 



ECARTE. 



31 



H jfew Simple IfUustrateb Ibanbs* 



When a player has no trump, but with a tair exiDectation of 
winning three tricks, he may also risk the penalty for not pro- 
posing. 

In plain suits, for instance, cards like the follo^Ying give 
such an expectation : 

Any four court cards which together amount to at least 
thirteen, according to the regular valuation in the game, i. e., 
king, 5 ; queen, 4 ; knave, 3 ; ace, 2, and ten spot, i. Or 
again, as shown in illustration below (No. X.), king, queen, 
and two knaves, and a nine spot or smaller card even, the four 
court cards making the count in this instance. 

As a rule, the hands in this class should be played by lead- 
ing the higher card of the strong suit. No absolutely fast and 
bound rule can be laid down for a hand like this, however, for 
so much depends upon the nature of the court cards, which if, 
or whether any of them is guarded, that it is difficult to foretell 
in just what order they should always be played. 



No. X. — Hand Without a Trump. 




Diamonds are trumps. 



When a player holds one trump, with the natural hope and 
expectation of winning two other tricks, it will be safe for him 
to risk the penalty for not proposing. It being more than two 
to one against his adversary holding two trumps, these cards in 
plain suits give such an expectation : 

1. A tierce major and any card of a third suit. 

2. Four of a suit headed by a king. 

3. A king single, and a queen with two others (or " doubly 
guarded"). 



32 



ECARTE. 



See Xos. XI. and XII. for illustration of (2) and (^3) of suits, 
described. 

The method of playing X'o. XII. is as follows : 

Lead king of clubs and continue suit. If the trump happens 
to be the queen it will be wise to lead it ; as the chances are 
four to one that the opponent does not possess the hing. and 
furthermore, two to one, that he does not hold two trumps, and 
hnally, that he does not hold two clubs. 

With hand X'o. XII., begin with the queen of the long 
suit, and if she passes, go on Avitli the suit ; if she is trumped, 
on regaining the lead, the player should play the long suit 
again. (See hand XIII.) 

When a player holds tw<:) trumps, with the possibility always 
of winning a third trick, he may, as in preceding cases, risk 
the penalty for not proposing. 



No. XI. — Hand with One Trump. 




Diamonds are trumps. 



Cards in plain suits like these, for instance, give such an 
expectation. 

1. Three cards of one suit. 

2. Two cards of one suit, one of them as high as a queen, 
and a ten in another suit. 

3. Two cards of one suit and a king. 

4. Two cards of one suit, and one of another, when the 
cards out of trumps can be valued at four, according to the 
valuation given above, such, for instance, as : 

Two trumps, knave, ace of another, and any card, etc. 

5. Three cards of different suits, valued at seven at least ac- 
cording to the same valuation; as, for instance, two trumps, 
king of one suit, knave of another and any card of a third 
suit; two trumps, king of one suit and two tens in the other two 
suits; two trumps, queen of one suit, knave of another and a ten 
in a third suit. (See No. XIII.) 



ECARTE. 



33 



The method of playing may be briefly cited as follows: 
When the trumps are small the player should begin by playing 
the single card, as he will be sure that if it should be taken the 
opponent will not return suit, but will prefer playing a king, if 
he has one. Should it be of the suit of which the player holds 
the queen second, he makes her later with the two trumps, sup- 
posing the adversary has no superior one. If, however, one of 
the two trumps be strong, as, for example, a queen or knave, 
the player must then begin with the queen guarded, for he 
hopes if she be trumped to regain the lead with his trumps, and 
then make a trick with his knave or queen of trumps, so thai 
he will be able to pass the second card of the queen suit which 
has been trumped. 

When a player has three trumps he may risk the penalty for 
not proposing, it being of no consequence how low the other 
cards are, for the odds are 5 to l that his adversary does not 
possess two i-rumps. 

Therefore, with a hand like the above (Illustration Xo. 
XIV.) he should lead off with the best trump. 



No. XII. — Hand with One Trump. 




Diamonds are trumps. 



JEUX DE REGLE. 

HANDS PLAYED AVITHOUT PROPOSING. 

The above or any hand with three or more trumps. Lead 
the highest trump. 

(N. B. — If one of the trumps is king, or, again, if king is 
turned up, ask for cards, as thus there will be no risk of the 
adversary's taking the king.) 

This, like the above, is 2, Jeiix de Regie. 

The leader, having a tenace of diamonds, ought to lead the 
single king, and if the king wins the diamond suit must be 
opened. If the king, however, is trumped and the adversary 
has niore than one diamond, he will lead to the guarded suit. 



ECARTE. 

^Vere the diamonds of equal value, it would be the <;aDit; lO 
begin with the guarded suit. 

POOL ECARTE. 

^Vheu three persons play Ecarte each one contributes to the 
pool; the players then proceed to cut, the lowest is out and the 
remaining two play one game, the highest dealing one hand. 

Xo. XIII.— Trumps and Three Cards of Flaix Suits. 

Diamonds are trumps. 

The loser retires, adding to the pool a sum equal to his first 
stake. 

The player then who was out during the first game takes the 
loser's seat and cards, cuts for deal and plays with the winner 
of the first game. If the Avinner of the first game win- also the 
second, the loser adds another stake, and the winner ;a;;e.-? the 
pool. If, however, the winner of the first game loses the sec- 
ond, he adds a stake and retires, and the loser of the first game 

X"©. XIV. — Hand with Three Trumps. 

Diamonds are trumps. 



returns to the talde and takes his place. This continues until 
one player wins two consecutive games. 



ECARTE. 



35 



The pool is sometimes formed in a different manner from the 
one first described, which is, that only the players actively 
engaged in the game are required to contribute to the game, 
and this they do by adding to the stake every time they come 
in. Thus the loser does not add to the pool in going out. This 
arrangement seems certainly fairer than the first mentioned, as 
in this way the player who wins the first two games only gains 
double his stake instead of quadruple, as would be the case by 
the first method. 

Any player going out after the first game may correct mis- 
takes in the score ; but he must not offer any advice on the 
game being played unless the players have declared it to be 
French Ecarte. 

No. XV. 



Diamonds are trumps. 

FRENCH ECARTE. 

When several persons Avish to take part in a game of Ecarte 
it is arranged after this fashion: 

Two of the number seat themselves at the table to play a 
game after the usual method, the rules and regulations already 
described being carefully followed, and the remainder, called 
"the gallery," or rentrants (bystanders ready to take the 
place of the player they back directly he goes out, or loses a 
game), begin taking part in the game by betting on the player 
of their choice, and advising him when necessary. 

The stakes and money wagered are placed on the table and 
covered by the opposite side, and the players have the preroga- 
tive of taking all bets in preference to the * 'gallery." If they 
do not take all, any bystander may take the difference, or, 
again, the bystanders may make it up between them, and if the 
whole sum bet is not covered, the- bettors of a larger amount 
take up as much of the money as theyjiave put down, to make 
it equal on both sides. 

At the close of each game the player who wins first takes 
what is due him, and the remainder is divided among his back- 




36 



ECARTE. 



ers. If there should happen to be a deficit the player is not 
responsible, and therefore his backers must share the loss be- 
tween them. 

The losing player retires and one of the renti'ants takes his 
place. The re7tt7^ants must decide among themselves which 
shall go in, and once the order of going in is established it 
must be adhered to. Fresh rentrants who have not yet played 
have the preference over those who have already taken part in 
the game. 

The gallery at French Ecarte who are covering the stakes 
may draw attention to mistakes in the score, advise the player 
they are backing (he, of course, is free to accept or reject their 
counsel) or may play out the game of any player who resigns. 
(N. B. — Advice can be given by pointing only; neither card nor 
suit may be named.) 



No. XVI. — Non-Dealer's Hand. 




A heart turned up. 



If a player chooses to cover all the bets that are offered, 
which is called playing La Chouette^ no one can take the lib- 
erty of looking over his hand or advising him, and, further- 
more, he does not retire after losing the game. 

The two variations of Ecarte described above, are distinctly 
on the order of gambling, hence, can scarcely be considered 
adapted to the household. However, there is in this, as in all 
other games, the option of using nominal chips, lather than 
actual money. To the persons who play for the pleasant 
recreation which a game of cards will always afford, the 
gambling element peculiar to certain varieties of Ecarte will 
have no attraction, and healthful enjoyment will, therefore, be 
had from it in its simplest form. 

It is a game, which, to be able to thoroughly understand and 
]:)]ay well, must be studied carefully, and the various theories 
propounded, put to a practical test. 

To all lovers of good card-games, Ecarte is recommended 
U)r it combines the many and varied element.':J which go to 
make a truly delightful pastime. 



FXARTE. 



37 



Hnecbotes, Hxxoms ant) Eptgrams* 

Said a worthy Parisian to his son whom he discovered 
lamenting over an empty purse : My son, until you have four 
eyes in your head, risk not your gold at ecarte." 

One writer on the game says : No person really under- 
standing cards will aver that there is ' no play in ecarte.' This 
is a silly sophistry arising from the false data that it is easier 
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Of being cheated as to cheat." 

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Or equivocation will undo us." 

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